Shadows of a Moonlit Knight

Transcription

Shadows of a Moonlit Knight
Author’s note
Hi everyone. For those of you who don’t know me, most of you I guess, I go by the nick daperdepa
at the Nexus, Bard of the Lucky Islands, although my name is Dani. First of all, an apology. English is not
my native language, so I imagine that despite my many reviews there will still be many mistakes in the
following pages, something I am truly sorry for. I can only hope that these misspellings and
mistranlations do not ruin your gaming experience if you decide to play this adventure I created.
Having said that, a few details you have to know: this adventure was designed as a quest for those
characters wishing to become a Knight of the Rose following the D&D 3.5 game mechanics as described
in the DragonLance Campaign Setting sourcebook, with four 8th-level characters in mind. Everything
needed to run it should be there, but just in case you would like to review anything I’ve used, in addition
to the core rulebooks, the Holy Orders of the Stars sourcebook as well as Monster Manual IV (the sacred
guardian depicted is a fang golem renamed). The format I’ve used is a copy of the one you can find in
Key of Destiny, Spectre of Sorrows and Price of Courage as well as in most if not all DL sourcebooks, out
of admiration and gratitude for everyone involved in those books and because I’ve found it too useful
when playing to do it in any other way.
If you have any doubt or question, please feel free to look for me in the forums.
In the meantime, have fun and keep dreaming of dragons.
Adventure background
His name was Garrick. “Just Garrick”, as he said when questioned under torture by his captor, the
brutal General Krynos, late of Culthairai. He was a true knight in a time of war, a believer in gods no
one believed in anymore, who sacrificed his life for the greater good.
During the early days of the War of the Lance, Garrick and his one friend and fellow knight
Standel left their garrison to face an enemy far superior in numbers guided only by their strong belief in
honor and duty. Alone they rode through the war-torn country until a plague affecting the region took
the life of Standel. Garrick mourned his fallen comrade for a day and disposed of his remains in a
warrior’s way before realizing he had been afflicted by the same malady.
Even then, he didn’t desist. He went on and on, past the angry refugees, the empty villages and
into the forests beyond where the Dark Queen’s forces had camped. It was there he decided to fight his
battle. With bravery and cunning he was able to convince General Krynos that a Solamnic force lurked,
hidden in the green, waiting for his army to be vulnerable to attack. For three days after being captured
he was tortured by fist and blade and magic but every word he pronounced, while true, only tricked the
general more and more into believing his deception, delaying his advance and giving his brothers-inarms precious time to reinforce the garrison for the incoming attack.
Finally, Krynos understood the truth laying behind the truth the knight had been telling him since
the very beginning: he was alone indeed. Angry but somehow respectful, the general granted Garrick
his final wish: death in singular combat against Krynos himself. He dueled bravely and briefly, because
the illness he had been fighting all along finally came to reclaim his life, leaving a frustrated Krynos to
complain about how boring war was becoming and to plan the next day’s attack to the Solamnic post.
An attack that never happened.
Because that fateful day Krynos’ army woke up to find a plague spreading across its ranks, the
same one a loyal knight had taken with him and survived for a week before succumbing. The same one
that was going to kill almost every one of them. Thus died Garrick, the knight, his great victory
unknown to the knighthood and forgotten by history.
Until now.
Left in the woods to die because of his misshapen body, the boy Gutras became a feral child and
eventually a dangerous predator, bringing death upon the same beasts that should have become his
murders. For years he lived this way, alone and satisfied with being part of the natural world, until the
moment an unnatural deity laid eyes on him: Morgion, the Black Wind.
A particularly disgusting and ambitious disir queen, Thithalera, had moved with her tribe to a
mining complex recently reopened by a hill dwarf prospector squad in the edge of Gutras’ forest. After
killing the dwarves and feeding her unholy progeny with their remains, the queen sought to expand her
dominions by exploring the surrounding area, sending underground hunting parties to the scarcely
populated villages by night and scouts to the forests by day. Gutras, by then a 10-years old consummate
hunter, stalked a pair of such scouts and was able to kill one of them and maim the other before being
paralyzed by the first one’s poison. He was brought before the queen for the ritual killing, but
Thithalera had already received a vision of Morgion ordering her to spare the child and deliver him to
his adept in the tribe, for the uses of such a primal ferocity and lack of mercy might be many inside a
conveniently human body. Thus was Gutras inducted into the cult of the Black Wind.
A decade has passed since then, and besides a few scattered rumors of strange sightings in the
forest, no one in the surface has noticed the presence of the cautious disir tribe. But this is about to
change, because Morgion has learnt of Garrick, the Solamnic knight, and the plagued he carried, and he
is using Gutras and the cursed plague as his instruments of chaos and devastation in the region.
After unearthing Garrick’s incorrupt remains, Gutras and the disir shaman have been able to
recreate the plague and, with the help of Morgion, the curse Paladine bestowed upon it, only this time
focusing its nasty effects on good-aligned clerics (and/or mystics, if appropriate. See “Garrick’s plague”
for more on the disease). While the clerics in the zone have been unable to find a cure, Gutras has been
posing as a good-natured druid whose knowledge of herbs and potions has been able to mitigate the
effects of the plague in many afflicted and even cure some cases. An encampment inhabited for those
looking for a cure has been established on the edge of the forest where he lives, and he is pretending to
“cure” the illness so the afflicted goes back to her town and spread it even more. Some of the victims,
those weaker or without family or friends, are being abducted and sacrificed by the disir, who have
extended their tunnels from the abandoned mine to the encampment. In addition to that, Gutras has
been recruiting those he deems worthy or useful to Morgion as spies and plague knights to further
expand his influence.
However, Garrick’s vows to the gods have survived his body, and his soul has animated weapons
and armor as a knight haunt in order to protect the innocents of Gutras’ manipulation. . For all his
power, the evil Morgionite has only been able to repel the creature temporarily but he has lost several
valuable minions along the way and is willing to take extraordinary measures to destroy the accursed
paladin once and for all.
RUNNING THE ADVENTURE
Adventure summary
The characters face three different challenges in this adventure: first, they have to unmask the vile
Gutras as the true responsible for recreating the plague and bring him to justice, divine or mortal.
Second, they have to uncover the role of the disir in the conspiracy, either finding their hidden lair in
the mines or confronting Gutras or some of his minions. Third, they have to figure out the role of
Garrick in the present and past events from the mouth of a peculiar witness, and then restore the name
of the knight and tell his tale before the Council. Although the first two tasks can be played in any order,
the witness will only be available after the party of heroes has infiltrated the disir’s lair and killed the
queen.
Era of play
The exact location and time of the events described above have been purposely left vague, first
and foremost, to honor the style and narrative of “By the Measure” by Richard A. Knaak, a wonderful
short story you can find in the anthology “Dragonlance Tales Vol. III: Love and War” and a personal
favorite of mine, in which this adventure is loosely based. A pre-Chaos War or post-War of Souls Krynn
are more appropriate, as clerics play a very relevant role in the story.
The best way to get the PCs into action is as a part of a quest for a prospective Knight of the Rose.
When Garrick’s spirit rises and starts attacking the cult (see below for more details), Gutras ask the
Solamnics for help in getting rid of him claiming a dark spirit in Solamnic armor is threatening
innocents, as part of Morgion’s scheme to spread the disease, and the Knightly Council may sends the
party to investigate it.
If using this adventure as a stand-alone one in the middle of a larger campaign, the party could
encounter a group of afflicted townspeople looking for Gutras’ encampment (see above for more
details), and learn about the plague and the knight haunt. Two different introductory scenes have been
provided below to use one in each of these two scenarios. Feel free to modify or ignore them to better
suit your campaign.
The moons of magic
The starting positions of Lunitari, Nuitari and Solinari have been randomly generated according
to the Moon Tracking Chart provided in the Dragonlance Campaign Setting sourcebook, page 94, as
follows: Solinari: waxing gibbous (17), Lunitari: waning crescent (17), Nuitari: new (17). As knight
haunts of good alignment restore themselves at the rise of full Solinari (following this starting positions,
four days after the beginning of the adventure), you may want to alter this to give the heroes a second
chance with Garrick if they destroy him in the first place.
A knightly quest
The characters, fully rested, are recalled to the closest Solamnic fortress.
“A summoning from a superior officer, especially one as strict as Lord Alfric, Marshall of the
Sword, is something that should not be ignored. When the aide leads you before the old knight, you all
see in his pronounced frown the seriousness of the task at hand.
“Have a sit” he says, curtly as always. Before you have time to oblige, he produces a piece of
yellowish parchment from his oak desk. “A matter of some concern has been brought to us. According to
this letter, a knight haunt emblazoned with the crowned kingfisher has appeared in the east. The
Council, in his wisdom, has decided to entrust you, and your friends if they decide so, with finding out
the truth about this, as well as with putting the abomination to rest if it truly exists. You’ll leave at the
break of dawn”
Let the heroes ask whatever questions they think appropriate (they’ll probably have a few) and do
some research before leaving the next day (Lord Alfric is not of much help, as the letter is not very
detailed beyond stating the matter and directions). However, when the conversation with Lord Alfric is
over, read the following to the player playing as the knight:
“As you all rise to leave, Lord Alfric holds you until your friends have left the room, closing the
door behind them. He stares at your face for a long moment, and then he speaks, his deep voice thick
with emotion. “I might have been harsh on you sometimes. I saw your potential was great, and hated to
think that you could lose sight of what it’s important in a life of adventure and errands for the
knighthood. But now I see you have become the knight I knew you could be. Honor your oath this time
as you have done ever since you joined our number years ago, and when you are back I’ll personally
sponsor your acceptance in the Order of the Rose before the Council”. His stern face breaks into a proud
smile for the briefest moment when he shakes your hand.”
A dark company
The characters, fully rested, are walking across open ground when they see movement
“A small caravan approaches a few hundred yards ahead. The vehicles and the people in them are
moving ominously silent through the field.”
When the characters reach the caravan, read the following:
“A wall of grim faces greets you from under the canvas. The man driving the first wagon, a
greybeard whose ears speak of elven heritage, pull on the reins and give you a curt nod.
“Hear my words, travelers,” he says without ceremony, “and leave now that you still can. A curse
has fallen on these lands.”
As before, let the heroes ask whatever questions they think appropriate before parting ways. The
caravan is headed to Gutras’ encampment and will let the heroes join them if they wish.
ADVENTURE SITE: THE REFUGE
When Gutras began spreading the plague with the disir’s help, he came to realize that he could
do more damage if he became known to the people of the surrounding villages, taking advantage of the
local clerics’ inability to cure it. He built a cabin next to the trees and started walking from town to
town. Tales of his “miracles” eventually passed round and a constant flow of afflicted and scared people
came to him. The Refuge is now a hamlet inhabited by refugees, beggars and opportunists of every kind.
Mostly tents and vegetal shelters radiating from Gutra’s cabin, the only other significant building is a
large, long wooden structure which divides the encampment from north to south and serves as
infirmary and dispensary for Gutras. Unbeknownst to most inhabitants, a long underground tunnel
leads all the way back to the mines and Gutras’ tribe from his cabin.
Garrick’s plague
Garrick’s plague is a more a curse than a disease. When the knights Garrick and Standel left their garrison, the
surrounding lands were ravaged by a debilitating disease. Those affected spent several days before noticing the
first symptoms, but once they appeared death came almost overnight. Thanks to Garrick’s faith and devotion,
Paladine turned the plague into a holy punishment that devastated the Dark Queen’s followers, specially her
clerics. Now, Morgion has taken the same approach to further harm the cause of good, strengthening the malady
but slowing its progress to maximize the suffering. In terms of game, Garricks’s plague in its different forms works
as follows:
Garrick’s plague (original) (Ex): inhaled, Fortitude DC 16, incubation period 3d4 days; damage 1d6 Str and 1d6 Dex.
Garrick’s plague (Paladine’s variant) (Su): inhaled, Fortitude DC 18, incubation period 3d4 days; damage 1d6 Str and 1d6 Dex.
An evil creature affected by this disease takes the listed damage plus his Cha modifier (min +1) to each ability. An evil elemental or undead
takes an additional +1, and an evil outsider or the cleric of an evil deity an additional +2. Unlike normal diseases, this one continues until the
victim dies in any way or is cured as described below. An evil character attempting to cast any conjuration (healing) spell on a creature
afflicted with Garrick’s plague must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate it, Paladine’s curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either
spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the plague can be magically cured as any
normal disease.
An afflicted creature who dies of Garrick’s plague receives the benefit of a gentle repose spell as casted by a 20th-level cleric.
Garrick’s plague (Morgion’s variant) (Su): inhaled, Fortitude DC 20, incubation period 3d4 days; damage 1d4 Str and 1d4 Dex.
Any non-evil creature affected by this disease takes the listed damage plus his Cha modifier (min +1) to each ability. A good-aligned elemental
takes an additional +1, and a good-aligned outsider or the cleric of a non-evil deity an additional +2. Any animal, magical beast or vermin will
transform into a bloodrager as if affected by blood-fury. Unlike normal diseases, this one continues until the victim dies in any way or is cured
as described below.
Any non- evil character attempting to cast any conjuration (healing) spell on a creature afflicted with this variant of the plague must succeed
on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate it, Morgion’s curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either
spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the plague can be magically cured as any
normal disease.
People to Meet in The Refuge
Most of the people in The Refuge are low- or middle-class citizens who, looking desperate for a
cure, have left their town and cities. Among them are a few unscrupulous thieves and scavengers who
thrive on other people’s misery. The hamlet’s situation is quite anarquic and sometimes conflictive, with
frequent violent outbursts related to the scarcity of resources. People with the likes of the heroes are
likely to attract unwanted attention. Gutras play his “concerned druid” character well, but his true
nature might surface sometimes as cruel retorts to the heroes. He has a small network of spies posing as
beggars and commoners who keep him updated on every new arrival and eventually dispose of those he
deems a threat. Carol Maqris, a Mishakalite cleric sent by the Blue Lady’s church to help the afflicted by
Garrick’s plague, is currently such a person. Gutras is planning to move against her before she realizes
the dark forces that are playing in the hamlet, and interacting with the heroes will no doubt make up
his mind.
THE REFUGE
‫ﻊ‬The Refuge (Hamlet): Unusual; AL CN; 60 stl limit; Assets 2,400 stl; Population 396; Isolated (96%
human, 2% elf, 1% kender, 1% half-elf) Authority Figures: Gutras (CE male nomadic human druid 9 of
Morgion/ranger 3) rules unopposed, although he’d rather use subterfuge before open action.
Important Characters: Neko (NE male civilized human fighter 5/ plague knight 3 of Morgion), assassin
and spy; Camplie Snout (CN female half-elf rogue 2), pickpocket; Reverend daughter Carol Maqris (NG
female civilized human cleric 6 of Mishakal), desperate healer; Enoch the handsome (CG male half-elf
bard 7), merry entertainer
Things to do in The Refuge
There are virtually no economy or industry in The Refuge, just refuges. Food arrives to the
settlement once a week, sent by the families of the affected and a few close temples. Water comes from a
creek nearby and a well recently excavated in the ground. Getting supplies there is close to impossible,
but for some healing ointments Carol Maqris has, and she is quite reluctant to trade them (a DC 10
Diplomacy check would persuade her to sell them at twice the market price; getting help in The Refuge
is neither easy not cheap). Hunting and gathering in the forest is possible, although the refuges tend to
avoid it because of Gutras’ advice (his truthful assertion that animals are going feral also serves him to
stop anyone from discovering the disir) and more recently of the knight haunt. The heroes may walk
into the woods if they want, nobody will try to stop them, but there are no trails and the risk of being
attacked by bloodragers is high. If they start getting suspicious of Gutras’ actions, they’ll find no one
takes heed of them but for the Mishakalite, and even she won’t be persuaded without solid evidence on
him or his relationship with the plague and the disir (such as showing her the tunnel leading to the
mines).
Gathering Information in The Refuge
For characters looking to pick up the local gossip and rumors in The Refuge, compare the result
of Gather Information skill checks to the following table.
DC
Information
10
Despite the best efforts of Gutras and that priestess of Mishakal, the disease keeps spreading,
15
Nobody knows for sure where does Gutras come from, but he seems to be very wise in the ways
20
Deaths have decreased since The Refuge was founded and we all came under the care of Gutras.
albeit slower than before.
of the wilderness. He goes to the forest from time to time to collect herbs and stuff.
Some people even get healed completely and goes back home, although many return later after
relapsing.
25
Oddly enough, some people have disappeared from the hamlet in the last weeks. Gutras says they
have returned home, but rumors speak of abductions and murder, and a mysterious beggar who
walks The Refuge by night
Key To The Refuge
The Refuge is small and densely packed, with only a few places of interest. The following entries
describe the significant areas marked on the map and provide information on the relevant places the
heroes might visit that tie into the plot of the adventure.
TR1. A bard’s pavilion
This flamboyant red and white tent is the residence of Enoch the handsome, as well as his stage.
The tent is actually a magic construction presented by his mentor back in Lancton, a slightly modified
and more luxurious version of a secure shelter spell as cast by a 12th-level bard and rendered
permanent, although a command word makes it take itself down and get into a bag in a round ejecting
anyone inside. When set up it contains a comfortable bed, an arcane locked trunk protected by an alarm
spell, a writing desk, two nicely upholstered chairs and a square pouf, all made of vallenwood. By day,
Enoch wanders through the tent city trying to cheer people up, and by night he recites one or two
stories to a few selected in front of his shelter. He keeps nothing of value besides the tent itself and
knows anything helpful about the current situation.
TR2. Carol’s tent
A 20-ft. diameter hide hut serves both as a shrine to Mishakal and Carol Maqris’s quarters. A
small wooden altar rests in the east side with a drawer storing 4 potions of Cure light wounds (CL 6 th), a
potion of Remove disease (CL 6th) and two vials of holy water. The floor is covered on leaves and roots of
different kinds, as Carol is desperately trying to find a natural cure where her clerical powers have
failed, which gives a vegetal scent to the air.
TR3. The infirmary (EL -/9)
This 15-ft.-by-25-ft. rectangular building is the only one made of stone. Its foundations are very
recent, as it was only through Carol Maqris’ effort that resources were gathered to raise such a place.
Simply but functional, the walls are masonry (1-foot thick, hardness 8, 90 hp, Break DC 35) and the
ceiling 10 feet high, with simple wooden door (1-inch thick, hardness 5, 10 hp, Break DC 15). The
interior is equally austere, a 10-ft.-by-5-ft. table in the middle of the room, several beds against the
walls occupied by the seriously ill separated by curtains and two cabinets containing bandages, herbs,
clean blankets and other clerical stuff. Two opposite windows on the eastern and western walls light the
room. If a fight erupts here (see Servants of evil below), Carol shields the sick with clerical magic but
doesn’t fight unless absolutely necessary, as she abhors violence and is ill-equipped for it.
TR4. Gutras’ shack (EL 12)
In order to keep his man of the people façade, Gutras lives in a humble wooden square10-ft.
cabin he himself erected (6 inches thick, hardness 5, 60 hp, Break DC 20). Inside there is only a table, a
chair, a bed, a shelf with some utensils and a bear pelt as carpet. Unbeknownst to anyone but Neko, the
pelt hides a hatch on the floor that can be opened with a string hidden behind the bed, leading through
a pit and a rope to an underground chamber where Gutras worships every night, and it is also a useful
trap if needed. The chamber was created by magic, an hemisphere 20-ft. radius, with a secret passage
going all the way to the mines (Search DC 20). The shrine carved in the rock keeps an unhallow spell
(CL 9) cast by the disir druid Hon-Nai, fixed to a silence spell whose effect applies to everyone but
Gutras and Hon-Nai. A secret guardian of Morgion watches the shrine, a faceless monstrosity made of
black branches and thorns who attacks any other than Gutras.
Creatures: after Neko has been dispatched by the characters, Gutras become a recluse and waits
for them in the shack fully equipped. Whenever they confront him, he attempts to lure them inside and
activate the trap to separate them. Even if the trap cannot be activated or fails to affect any character, he
tries to jump down at the first chance, suffering 1d6 less the damage listed for the trap. In any case, he
is fanatical in his loyalty to the Black Wind and fights to death. His favorite tactic is throwing the vial of
plaguedust to a spellcaster, then cast summon monster I (1d3 fiendish rats), then a harmful spell such as
inflict or poison and then engage in melee with both weapons and spells. The sacred guardian is much
more straightforward: it just casts contagion and tries to tear everyone apart.
 Gutras: hp 70, see Appendix
 Sacred guardian of Morgion (pestilence): hp 84, see Appendix
Trap: Gutras can open the hatch from the bed by pulling the hidden string, as he does whenever
two heroes are in position to be affected by it.
 Camouflaged pit trap: CR 5; mechanical: location trigger; manual reset; DC 20 Reflex save
avoids; 50 feet deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft.
squares); Search DC 25; Disable device DC 25.
TR5. The graveyard
Before Carol Maqris arrived to The Refuge, all dead bodies were put to rest here, behind a
palisade. Now the bodies are burned on pyres across the road to avoid contagion, and all that remains
here are a few unmarked graves.
EVENTS IN THE REFUGE
Eyes for a sore sight
Read or paraphrase the following the first time the heroes set eyes on The Refuge
“The morning is still cold when the sea of tents appear before you shadowed by the dark forest
behind. The tenuous mist is slowly lifting, but there are very few signs of activity in the encampment,
just two or three bonfires encircled by especially large tents and humanoid figures apparently sleeping
by them. A wooden shack lies on the far side against the tree line, and some kind of communal building,
maybe a barn or a meeting hall, stands along the center of the hamlet, but both of them seem empty.
And even worse than the lack of activity is the quietness, the ominous silence that surrounds the entire
place as a shroud”
A helping hand
Every day, Carol Maqris wakes up before sunrise and start checking on the disease progress
across the encampment. The heroes will stumble upon her when they arrive if they decide to walk
among the tents or they could look for her after having met Gutras and spoken to some people (in terms
of game, when they rolled a Gather information check). Whenever this happens, read or paraphrase the
following:
“You have been walking around for a while now. An air of misery and despair has permeated
everything and everyone in sight, and your sudden appearance is greeted with no more reaction than a
change in the wind. Many are sick, laying on bunks and mats, even on hammocks hanging between two
tent poles. You are about to reach the large wooden building you saw from afar when the door opens
and a young cleric comes out, wearing the sky blue robes of a Mishakite under a leather apron and her
silver medallion of faith. A jingle inside the basket she is carrying with both hands attracts your
attention, and you can see ointments and balms carefully arranged in stacks under the cloth.
-
Well met,- she says with a warm but tired smile when she notices you looking at her – are you
new to The Refuge?”
Carol Maqris arrived to The Refuge two weeks ago, and she has being doing everything in her
power to alleviate the suffering she has found here. She welcomes the heroes and tries to help in as
much as she can. Unfortunately, her supply of potions and scroll is very limited and entirely devoted to
the crisis at hand, so she cannot provide the heroes, but is willing to cast spells and share every piece of
information she knows (see What does Carol know? below).
What Does Carol Know?
T
he only true healer living in The Refuge is young, perhaps even too young for such a responsibility as taking
care of the ever increasing number of sick people, but she manages to keep her sunny disposition at all times. She
is really glad to have the characters in town, though, for she is starting to acknowledge that dark forces are
acting. Use the following as a guide for Carol Maqris’ when interacting with the heroes.
Who are you?
“My name is Carol Maqris, and I attend to the sick and ill here. May I be of any assistance”
Are you a cleric?
“Yes” she says with a smile, her hand gently touching the holy symbol on his neck, “I serve Mishakal in these
lands”
What is this place?
“The Refuge? I’m afraid is as it sounds, a last place of solace for those who have been afflicted by a terrible illness,
one who slowly weakens the body and the soul“
Can’t you help the sick with your clerical magic?
“I’ve tried, believe me. I’ve prayed to Mishakal in any way I know of, but still the malady resist my efforts. I’m
starting to think this is not a mere disease”
What do you know about Gutras?
“Oh, him. Please, don’t misunderstand me; he’s been really helpful, more than I am at least, but… Sometimes, it’s
like he’s enjoying the attention he gets too much. Yet there is no doubt he knows a great deal about herbs and
remedies”
What do you know about the knight haunt?
“To be sincere, it’s the least of my concerns now. Most people avoided the forest anyway, since there is no hunt
and wolves are rumored to abound in there. And he seems reluctant to leave the green, so… I hope the poor soul
gets the rest it deserves soon, though”
The false savior cometh
Gutras spends the last hours of darkness every night praying to Morgion safely hidden below his
cabin. He comes out half an hour after the heroes have arrived to The Refuge
Read or paraphrase the following:
“It starts as a low murmur coming from the north side of the encampment, but slowly rises to a
clamor of hopeful voices shouting a word, a name
- Gutras!. Gutras! - the name spreads through the tents as fire. All around you, masses of people
that moments ago had been immersed in their own despair erupt when a tall figure in brown
emerges from the cabin and is surrounded by the multitude.”
The Morgionite spends a lot of time talking to the people every day, feigning an interest he
doesn’t feel in order to keep the populace under his control. He can be reached and talked to by the
heroes, though, especially if they have been sent by the Solamnic council to investigate the knight haunt.
He is welcoming and tries to encourage the characters to go after the knight haunt this same night “for
the common good”.
Servants of evil
This scene happens if the heroes decide to pay a second visit to Carol Maqris after exploring the
woods but before they confront Gutras about what they found there. Carol Maqris is in the infirmary
when the heroes come up looking for her again. Allow them and the cleric a minute of conversation or
so, and then read or paraphrase the following:
“The door behind you opens, interrupting your conversation. The beggar who sat next to it, a man
you passed by without noticing, stands at the threshold, three other men armed with daggers watching
his back. He produces a rusty sword from under his tattered cloak and hisses to his companions: “No
witnesses””
The situation: Neko, Gutras’ lieutenant and spy, has being keeping an eye on the cleric in case she
happens to find out about the disir. Having seen the heroes visiting her twice and also the woods, and
not being a particularly patient man, he has summoned three of his henchmen to quietly dispose of
them before they have the chance to alert everyone of the things happening. Because the plague knight
wants him and his men to pass unnoticed to the people outside, the cultists proceed slowly and do not
gain an initial surprise round.
Creatures: Neko is a devoted plague knight of Morgion, but his thugs are merely cannon fodder
he personally recruited in a nearby town. The plague knight is a tough fighter versed in clerical power;
he starts the fighting summoning an abyssal spider swarm against any spellcaster, trying to encompass
as many of them as he can in the area of effect, and then fights to the death, moving from target to
target helping the three thugs maneuver to flank a single opponent at a time. The thugs’ devotion is not
Neko’s, however, and they will surrender when the knight dies if reduced to half their hit points or
fewer.
 Cultists henchman (3), hp 23, see Appendix
 Neko, hp 55, see Appendix
Development: the outcome of the combat depends on the moment it takes place. If the heroes
have already dealt with the knight haunt, then it will be obvious for them that Gutras wants them dead
before they can expose him. If they haven’t been in the forest yet, interrogating Neko may offer many
answers to the mysterious nature of the disease as well as eliciting a confrontation with Gutras and the
disir. He shall not talk willingly, of course, but he may be magically coerced into it. If he dies and they
are captured, the three henchmen know nothing of real value. Neko wisely never trusted them with
information about the Morgionite, the disir or anything else.
Leaving The Refuge
There is a road connecting the site with several towns via a crossroads to the east, but reaching
any of them requires at least a two-day trip. The mining complex claimed by the disir is eight miles to
the north and it takes three hours to make it there bordering the forest and half that time through the
tunnel.
ADVENTURE SITE: THE HAUNTED FOREST
An expansion of deciduous trees on fertile soil, the air here is cold and clear but the thick foliage
covers the sun, so there only is shadowy illumination. A number of bloodragers started roaming the
forest shortly after the disir’s arrival, a side effect of Morgion’s influence, and most animals either run
away or were killed by the beasts. Undergrowth and the lack of trails make travel by land difficult and
reduce travel speed to x1/2.
Two different scenes occur here, one by day and one by night. The first one is a challenging
combat encounter who might offer some insight on the presence of a dark power in the area
(Morgionites and black dragons are usual suspects when dealing with bloodragers), and the second one
confronts the heroes with Garrick for the first time.
Seeing red
Gutras has been able to keep a pack of bloodragers in the forest, far from the refugees but ready
to kill anyone who ventures there. However, preys are scarce and they are starting to grow ravenous
and impatient. Run this scene whenever the heroes enter the forest by day for the first time.
“The quietness under the canopy of trees seems almost unnatural. No birdsong reaches your ears
from the branches of the oaks and elms and the flow of the distant creek is but a muffled echo
intertwined with the occasional breeze. Out of nowhere, four gigantic, gray-skinned wolves come at
you scratching the ground with their paws, their canine faces distorted into a rabid mask”
Creatures: these bloodragers’ tactic is simple: they charge in pairs growling savagely against a
single opponent in the first round and then try to flank him. Once enraged, they fight to the death.
 Bloodrager dire wolves (4): hp 57, see Bestiary of Krynn revised page 7
The knight haunt’s moon
Here the heroes encounter a knight haunt, a good-aligned undead whose vows outlived his body.
Once they have vanquished it and performed the proper rituals on its remains, the horrible truth
behind Gutras, the disir and their plot shall be revealed.
“You wait patiently while the sunset gives way to the twilight, then to a dark night, watching the
white orb of waxing Solinari rise in the sky. Soon, a bloody scar follows, Lunitari barely visible beyond
the clouds. The time is coming to face the abomination.”
Allow the heroes to cast any spell and made every arrangement they think appropriate, bearing in
mind that the knight haunt shall not appear for an hour yet.
“Another tense hour under the trees has passed before the light of Solinari finally shines on the
undead. First, you see a glimpse of metal silently moving through the trees a hundred yards ahead. Then,
it crosses under a dead cypress in full view and you see the Solamnic armor hovering on its own, a
yellowish inner light shaping two ghosts arms that wield shield and sword.”
The situation: when Garrick’s spirit rose because of Morgion’s deeds, the memories of the vow he
made to his fellow knights to give them time to organize a defense against the Dark Queen’s army were
still strong, and so he did; every night since its awakening it patrols the forest from dusk till dawn,
searching for enemies. Sadly, the heroes belong to this category in its eyes.
Creatures: the knight haunt hunts alone and alone it fights.
 Axiomatic knight haunt: hp 57, see Appendix
Tactics: the undead possesses the fighting and strategic prowess it had in its former life. It starts
charging ahead all the way to the heroes (the distance of encounter is 150 ft.) and then it makes a good
use of the surrounding trees as cover, doing its best to face only an enemy at a time, and will not shy
away from single combat with obvious spellcasters despite them being apparently unarmed.
Development: when the heroes defeat the knight haunt, they have to pour holy water on the
armor or cast a hallow spell on the area to allow Garrick’s soul to rest again (they may make a
Knowledge (religion) or (nobility and royalty) CD 15 check to find out, a good opportunity for a knight
who wishes to show his wisdom before the Council (or Carol Maqris may suggest this course of action if
consulted before or after the battle). The moment this ritual is performed, the translucent spirit of the
knight appears before the party and greets them with open arms. A silver dust emanating from its hands
will cover everyone in a 10-ft.-radius spread, granting them the effects of a legend lore spell cast as a
20th level bard that will reveal everything about Gutras, his story and connection with the disir,
Garrick’s body and the disease affecting the region, including the location of the mining complex and
the existence of the tunnel from The Refuge.
ADVENTURE SITE: THE MINING COMPLEX
Key to The Mining Complex
MC1. The miners’ home (EL 4)
The dwarven prospectors under Tithon Coalbeard dug deep into the hill searching for iron ore.
When they were not working relentlessly, the dwarves spent the time in a few wooden sheds arranged
in a square around a stone well. The sheds are now dilapidated buildings (6 inches thick, hardness 5, 60
hp, Break DC 20; Doors:1-inch thick, hardness 5, 10 hp, Break DC 15) since the disir had no use for
them, and so vermin has taken custody of the site.
Creatures: the deeds of the druid Hon-Nai (see below) have attracted huge amounts of insects
and rodents which favor the shadows over the sun. Two centipede swarms, one in the western barracks
and the other hidden in the well’s masonry, and a rat swarm, in the eastern meeting room, lie in
ambush waiting for movement, a simple but effective tactic.
 Swarm, centipede (2): hp 31, see Monster Manual
 Swarm, rat: hp 18, see Monster Manual
Development: the swarms are inactive until a PC is adjacent to the well or enters the
appropriate building. Once awake they simply try to swarm and kill.
MC2. Entrance (EL 4)
The mine entrance was blocked by the disir with rocks and torn wood and then Hon-Nai cast
plant growth to cover the face of the mountain with creepers and briars, well enough to camouflage it
while still allowing the disir to squeeze in and out at will. A DC 20 Search check is required to notice
the entrance behind the vegetation. Once found, the heroes may attempt to clear it (a DC 10 Strength
check, easy but noisy) or to imitate the disir’s stealthy approach (a DC 20 Escape artist check). The
prospectors carefully tunneled into the mountainside (hewn stone, hardness 8, 540 hp, Break DC 50),
the ceilings reaching 10 feet high in the tunnels and 30 feet high in the caves. Rails helped them to
transport the ore once extracted and, although the disir removed the ones on the surface, a number of
mine carts and a few rails covered in dust and mud still survive inside the mine. The only door
remaining is a metal fence with an unlocked gate in area 3 (iron, hardness 10, 60 hp, Break 28). There
are no light sources, although stored torches can be found at area 9.
Thithalera is highly paranoid, one does not survive being a disir queen by overlooking potential
threats, and made Gutras cast a glyph of warding (sound burst) spell covering the area right behind the
debris before he left, so anyone who does not know the proper password (“Zok neroh”, dis for “I come in
silence”) gets wounded and the noise alerts the disir ahead (see below for more on their reaction to
intruders).
Trap: Gutras set the glyph to cover the tunnel side-to-side can open the hatch from the bed by
pulling the hidden string, as he does whenever two heroes are in position to be affected by it.
 Glyph of warding (sound burst): CR 4; spell; spell trigger; no reset; spell effect (glyph of
warding [sound burst], 8th-level cleric, 1d8 sonic, DC 15 Fortitude save avoids being stunned
for 1 round); multiple targets (all targets in a 10-ft. radius spread); Search DC 28; Disable
device DC 28.
MC3. Cave A (EL 8 / 9)
Four tyin, early attempts on disir mutation by Thithalera, dwell in this cave. They rarely leave the caves,
and even when they do they don’t venture far, as their disir handlers in area 4 use them as first line of
defense because of their sheer strength and size.
Creatures: the number of creatures and its type depends on whether the characters have or have
not been detected by the disir, as it happens automatically if they activate the glyph of warding in area
2. If they walked into it, the disir handlers in area 4 split in pairs, each one joining with two tyin and
hiding here and in area 4. If they didn’t, the four tyin are here scratching glowing moss off the ground.
 Tyin (4): hp 26, see Bestiary of Krynn, revised
Development: when accompanied by the disir, the group here hides until the one in area 4
attacks, drawing the attention of the characters, and then charge from behind. When alone, they simply
engage in combat and fight to death.
MC4. Cave B (EL 7 / 9)
Creatures: the disir in here pass half the time tormenting the tyin and the rest gnawing old
dwarven bones. A particularly chewy Neidar’s remains are their current food.
 Disir (4): hp 32, see Bestiary of Krynn, revised
Development: the disir’d rather ambush the characters than fight them openly, not participating
if they and the tyin are already at it. They wait for the fight to be over instead, hiding behind a mine
cart, and then emerge trying to flank the PCS and drive them to the pond on area 6.
MC5. Hon-Nai’s lair (EL 12)
The druid Hon-Nai has become the power behind Thithalera’s throne, with a level of influence a
male disir rarely achieves. It was only through his expertise at alchemy and his spiritual union with the
Black Wind that the queen was able to create some of her more bizarre spawns. It was also him who
found Garrick’s body and experimented on it until he could provide Gutras with the raw material he
needed to recreate the plague. The body now rests inside this cave, excavated by the druid with magic,
under an unhallow spell (CL 9) fixed to a dimensional anchor, but otherwise in a surprisingly good
condition. Besides the knight’s corpse and the druid, a third resident, a reluctant one indeed, is
imprisoned in a rusty cage (Bars: iron, hardness 10, 60 hp, Break DC 28; Lock: hardness 15, 30 hp,
Break DC 28. A key can be found among Hon-Nai’s belongings), and has been there for a while. He is
the draconian Ssaras, the last surviving witness of the original plague and the key to Hon-Nai’s success
at unearthing Gutras. Morgion led the disir to him and after several months as a guest in the caves
Ssaras told the druid everything he knew and some things he didn’t. He’s weakened and barely
conscious, but if revived and healed might become a powerful ally. A secret door (Search DC 20) leads
to the tunnel to Gutras’ shack in The Refuge
Creatures: the disir in here pass half the time tormenting the tyin and the rest gnawing old
dwarven bones. A particularly chewy Neidar’s remains are their current food.
 Hon-Nai: hp 54, see Appendix
 Ssaras: hp 16 , see Appendix
Development: Hon-Nai’s body show the ravages of time, not many disir live to reach the forties,
but his decrepitude has only affected his powers for the best. He is extremely cautious and will use the
terrain in combination with summons and ranged spells to avoid harm. If he is aware of the presence of
the characters in the tunnels, he will cast obscuring mist for concealment and drink the potions of
spider climb and barkskin to stay out of reach during the fight and improve his defenses. Then, he will
cast entangle on the characters when they reach the steps to the chamber and summon swarm and
summon natural ally as many times as possible, focusing on spellcasters. If the fight progress to melee,
he will turn himself into his dire bear wild shape and combine melee with spells. As he’d rather die than
disappoint his black god, he fights to death, trying to cause as much damage as he can before biting the
dust.
MC6. Still waters (EL 10)
As a part of his duties with Thithalera, Hon-Nai keeps a turbidus leech swarm in this pond so she
can meld individual leeches with larvae on her experiments. The pond is 1-foot deep on the bank (2
squares of movement to move into it, DC of Tumble checks increased by 2; -2 circumstance
penalty on Move Silently checks) and 4-ft. deep beyond (Medium or larger creatures 4 squares of
movement to move into it, or characters can swim if they wish. Small or smaller creatures must swim to
move through it. Tumbling is impossible. Each square provides cover for Medium or larger creatures.
Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger
creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover
take a -10 penalty on attacks against creatures that aren’t also underwater).
Creatures: the swarm is malignant in nature and purpose, as anyone entering the pond will
promptly find out.
 Swarm, turbidus leech: hp 84, see Bestiary of Krynn, revised
Development: used as they are at being herded by Hon-Nai, it will take one round for the swarm
to realize the foreign nature of the PCs. After that, they would attempt to surround as many of them as
they can, feeding off their blood and flesh long after the characters have stopped moving.
MC7. Miners’ quarters
The miners slept here sometimes when working. Three of them barricaded the room before being
overpowered the disir and a dwarven skeleton rests here in silent vigil.
MC8. The shaft (EL 3/-)
Trying to find precious metals in addition to the iron ore, Tithon Coalbeard decided to dig deeper,
unknowingly facilitating his own demise. The disir detected the activity and raided the mines by night
while the dwarves were scattered all along the complex. Two disir watch over the shaft at all times,
ready to act if the glyph of warding at area 2 is activated. The shaft itself is 40-ft. deep (4d6, fall
damage; DC 15 Jump or Tumble check to reduce it to 3d6), although a clever but barely functional set
of winches, poles and ropes allows a safer descent (DC 0 Climb check).
Creatures:
 Disir (2): hp 32, see Bestiary of Krynn, revised
Development: these two sentinels play a dual role in the defense of the tribe. When alerted or
attacked, one climbs down the shaft to warn the queen and the other runs to area 9, where he tries to
attract the characters so the disir worm can take them by surprise.
MC9. A worm’s den (EL 7)
Perhaps the deadliest success of Thithalera’s mutations, a hybrid of disir and urkhan worm, lurks
here waiting for the disir queen to decide when and how unleash her aberrant creation. The disir avoid
it, as they find it as repulsive as humans find them, and the worm, highly intelligent despite its dreadful
appearance, is getting restless out of isolation.
Creatures: the urkhan worm has the looks of a massive, greenish maggot covered in translucent
goo, with a pair of oddly shaped claws hanging off its upper segments.
 Urkhan worm: hp 84, see Appendix
Development: the beast is cunning and knows how to maximize the effect of its natural weapons.
It waits for the characters to enter the cave and then runs over them, trying to separate one or two or
maybe bull rush one down the shaft at area 8. If it can paralyze one character with its poison, it tries to
run away with him. The urkhan worm will burrow itself out of the fight if reduced to one-quarter to its
full normal hit points. If the disir is present, he tries to scurry down the shaft if possible or positions
himself to make good use of flanking if not.
MC10. Underground river (EL 9)
When the queen first knew of the possibilities urkhan worms offered, she sent Hon-Nai to search
for a colony she could exploit. The druid followed this river into the mountains and found this grotto.
Another of Thithalera’s creation, the disir leech, is bred here and hunts in the waters for food and
inclinations. A trap in the bottleneck between the water and the rock is ready to spring, and the disir
take also advantage of the moss growing on the river bank, whose slippery surface makes walking
difficult. Anyone entering a square adjacent to the river should roll for a DC 7 Balance check to avoid
falling into the stream (DC 10 Swim check / pulled downstream to the south through a flooded tunnel
at 20-ft. per round).
Trap: a well concealed strip of leather has been set up close to the ground, with sharpened slabs
of stone attached to it.
 Tripping strip: CR 2; mechanical; location trigger; no reset; multiple traps (tripping and
ranged attack); Atk +15 melee touch (trip), Atk +15 ranged (3d4, stone slabs); Search DC 15;
Disable device DC 18. Note: If the tripping attack succeeds, a +4 bonus applies to the spiked
chain attack because the opponent is prone and the character has to roll a Balance check as
described above).
Creatures: the disir leeches are created by the disir queen melding turbidus leeches and disir
larvae with an alchemic mixture Hon-Nai blends.
 Disir leech (3): hp 32, see Appendix
Development: these creatures are not amphibian, although their symbiotic nature grants them
great advantages when fighting in the water. If alerted, they hold their breaths until the characters
activate or avoid the trap, and then attack, trying to pull them into the water and keep them there while
draining blood. They are fiercely loyal to the queen and fight to death.
MC11. Room of stalagmites (EL 11/-)
A number of wide stalagmites grow here, along with different kinds of fungi. The queen’s elite
guards make a good use of these natural formations to ambush enemies from an advantageous position
if forewarned of the character’s intrusion. Otherwise, they watch over Thithalera in area 12.
Creatures: disir fighters are fiercer and stronger than normal disirs, but equally vicious and
utterly committed to protect the queen.
 Disir elite (3): hp 59, see Appendix
Development: the disir hide behind the rocks until the characters are in range, and then engage
in melee. They stay adjacent to the stalagmites, where they gain cover (+4 bonus to AC, +2 bonus
on Reflex saves) and concealment (20% miss chance), trying to surround as many characters as possible
at the same time. The queen may employ her Inspire Confidence aptitude to boost their combat abilities
from the throne room, but she will not get involved until two out of the three disir are dead, focusing
her attack in spellcasters.
MC12. Throne room (EL 12/-)
As a gesture of submission and loyalty, Hon-Nai and Gutras carved a throne out of a stone
column and decorated it with the skulls of Tithon Coalbeard and the druid’s mentor and Thithalera’s
former consort. The queen lays her eggs in three different chambers and keeps several eggs of urkhan
worm in a fourth one, five of them in total, each worth 1000 steel pieces.
Creatures:
 Thithalera, disir queen: hp 84, see Appendix
Development: if the characters made it here undetected, they’ll find the queen and her guards
immersed in religious rituals involving the eggs. The guards will act at once, trying to reach the
stalagmites and fight as previously described; Thithalera, whose role in the ritual is physical as well as
spiritual, will spend one round recovering from the effort and then shall engage fiercely, possessed by
rage, the closest enemy available.
Treasure: The amassed riches of the tribe, composed of tributes from Gutras and the miners’
belongings and goods stolen, are stashed in a secret compartment under the throne (Search DC 20 to
find).
Coins: adding the value of coins, a good amount of gems and pieces of art (a set of tapestries
stolen from a caravan), the characters find 25000 steel pieces
Magic items: in addition to the items found in possession of monsters and NPCs, the characters
find here a set of masterwork artisan tools, +1 heavy steel shield, a wand of mirror image, two blocks of
incense of meditation, a potion of Aid, two potions of Cure moderate wounds (CL 7) and five scrolls
containing (1) magic weapon (divine), (2) fly (arcane), (3) desecrate and silence (divine), (4) find traps
and snare (divine) and (5) righteous armor (see Holy Orders of the Stars, divine)
Epilogue: The cleansing
When the heroes emerge from the mines, they would have exposed a false savior trying to spread
misery and chaos and brought him to justice, found out about the heroic deeds of a fallen knight, put to
rest his soul and recover his remains, gotten rid of some unwelcome and very dangerous guests and
helped to heal and cleanse an afflicted community. Read or paraphrase the following when the heroes
leave the mines
You welcome the sight of the stars after the oppressive pitch-darkness of the tunnels. Solinari’s
pearly white light cast shadows all around you, but no longer do these shadows hide the evil designs of
Morgion, nor will an ever vigilant knight rise from the dead under the white moon, his oath fulfilled at
last. And yet, much damage is done. Hundreds await you in The Refuge, their faith shaken after Gutras’
deception and their bodies frail with illness, and many more lives will be lost before the effects of the
curse can be eradicated.
The heroes are now in possession of a small fortune and, more important, the remains of Garrick
and his armor and weapons. A fellow knight in the group will most likely insist in honor the dead
knight by properly burying him. There are several ways in which the characters can do this on their
own, but Carol Maqris will offer her clerical talents to embalm and preserve the body according to
Solamnic tradition so it can be transported back to Sancrist or other Solamnic post to be buried there
with honors. But before a decision is made, Garrick has a final act of honor to perform
The Cleansing
Back in The Refuge, things have heated up in Gutras’ absence. Even with his treachery uncovered,
many still refuse to believe him being behind the plague in the first place. Carol Maqris is trying to calm
down the people with little success. When the heroes return, the situation is on the verge of riot. Let
them try to pacify the crowd in any way they feel appropriate, and then read or paraphrase the
following:
Solinari’s moonbeams seem to coalesce, a curtain of light from which a familiar silhouette
takes form. One bearing the symbols of knighthood engraved on his full plate.
“Greetings to you, people of The Refuge!”, Garrick says, his ghostly image as you met it in
the forest. “Heed my words and know the truth”. A reverent silence falls upon the crowd, all
eyes fixed on the knight. He turns on the spot, still bathed by the light, a sad smile on his
features. “A great wrong has been made to all of you, one in which I’m to blame, for it was
me who brought this curse to the lands. It was only through the bravery and honor of these
heroes”, he says, pointing at you, “and the faith and devotion of this young woman”, he
adds, pointing Carol Maqris, “that you are now free of the evil who threatened to ruin us
all. But everything the named Gutras did, the way he manipulated all of you, is a burden
you will no longer have to shoulder. Consider this my parting gift to you”, Garrick
concludes looking at you with gratitude. He then unsheathes and raises his spectral sword,
and the moon light shines on it as brightly that the night becomes day for a second. When
the blinding radiance fades away, the ghostly knight vanished, exclamation of joy and
surprise erupt everywhere amid the ranks of the afflicted. “My hands!. I can move my
hands!” shouts an old human woman, who had been prostrate with paralysis until this very
moment, as she beholds her hands as if seeing them for the first time. “Look at me! I can
walk again!” joins her an elf, actually starting to dance out of pure joy. Similar scenes of
celebration happen all across The Refuge, as the plague vanishes from Krynn by the power
of the gods.
As a final act before entering the River of Souls, Garrick has been granted the power to restore the
health of all the sick. Hundreds of lives have been saved thanks to the heroes, and all is in peace again.
Appendix. Monsters and creatures.
New Monsters
Disir Worm
This creature looks like a greenish segmented worm of gigantic dimensions, sharpened teeth surrounding the mouth, with a
pair of wicked claws that start clacking on each other with excitation when two red dots, shining with evil intelligence, get
fixed on you.
Symbiotic creature (urkhan worm / disir): CR 7; Huge aberration; HD 8d8+48; hp 84; Init -1; Spd 30 ft.; burrow 20 ft.; AC 18,
touch 7, flat-footed 18; Base Atk +6; Grp +23; Atk +13 melee (2d6+13, bite); Full Atk +13 melee (2d6+13, bite) and +11 melee
(1d6+4 plus poison); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA trample 1d8+13, poison; SQ darkvision 60 ft., resistance to
fire 5, light sensitivity, tremorsense 60 ft.; AL N; SV Fort +12, Ref +1, Will +3; Str 28, Dex 8, Con 22, Int 13, Wis 11, Cha 7.
Savage species page 131.
Skills and Feats: Climb +13, Escape Artist +7, Listen +4, Spot +4, Survival +4; Alertness, Blind-fight, Multiattack; Poison (Ex):
Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
Trample (Ex) Reflex DC 23 half. The save DC is Strength-based.
Immunities (Ex): vermin traits
The disir worm is a perfect predator, both versatile and intelligent. Lucky for the rest of Krynn, they are extremely
hard to create even if a disir queen has the urkhan worm eggs she needs to do it. The number of these
abominations that have existed is unknown, but their reclusive nature makes it entirely possible for them to be
unnoticed deep into mountains for decades, even more. Although they can subsist on mineral they extract from
rocks, they favor flesh, specially the one of urkhan works, larger but far less dangerous and easier to hunt than
themselves.
Disir worms grow to over 20 feet in length and are 5 feet wide. They grow extremely fast and can weigh several
tons. Although they cannot speak, they understand the language of their mother race, Dis, as well as Common.
Strategies and Tactics
Disir worms are viciously cunning in a fight. They hunt by burrowing under a prey they have found with its
tremorsense and then biting time and time again until the poison paralyzes its victim, as they like it to be alive
when they start chewing. When confronted with a powerful enemy, such as an earth elemental or a party of
heroes, they prefer to isolate or trample before engaging in melee.
Disir Leech
A slender humanoid the size of a dwarf emerges from the stream, his rubbery skin the color of wet soil although water seems to
slide effortless down its body. His hands have claws like scimitars and a fleshy tusk ended in dozens of tiny fangs shakes
nervously between two jutting tusks.
Symbiotic creature (disir / turbidus leech): CR 5; Medium aberration; HD 5d8+10; hp 32; Init +5; Spd 30 ft.; 10 ft. burrow; AC
17, touch 11, flat-footed 16; Base Atk +3; Grp +5; Atk +5 melee (1d6+2 plus poison, claw); Full Atk +5 melee (1d6+2 plus
poison, 2 claws) and +3 melee (1 Con, bite); SA blood drain, poison; SQ darkvision 60 ft., resistance to fire 5, light sensitivity; AL
CE; SV Fort +3, Ref +9, Will +4; Str 14, Dex 12, Con 14, Int 3, Wis 10, Cha 3. Savage species page 131.
Skills and Feats: Climb +6, Escape Artist +9, Hide +5, Listen +6, Move Silently +5, Spot +6, Survival +7, Swim +23*; Alertness,
Improved initiative, Multiattack, Skill focus (swim);
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
*A disir leech can always choose to take 10 on its Swim check, even if distracted or endangered
The disir leech has inherited the gregarious nature of its leech progenitor, as well as his liking of water. They dwell
in underground rivers and lakes, where they feed off fishes or humanoids, leaving the water just to lure preys to
the water. They have a slim body and a flat head, standing over 6 feet in height and they are web-footed, being
extremely good swimmers. Their rudiment intellects make them unable to speak or learn languages, though they
can be taught simple commands such as “watch” or “attack”.
Strategies and Tactics
Disir leeches always try to grapple a prey and then use their blood drain ability to feed off it. A group of leeches
would often cooperate to hold the prey if it proves too strong or slippery for a single leech.
Monsters and characters
Garrick, Risen Spirit
Axiomatic corporeal undead: CR 8; Medium undead; HD 8d12; hp 54;DR 5/adamantine; Init +1; Spd 20 ft., 20 ft. fly (perfect);
AC 25, touch 13, flat-footed 24; Base Atk +4; Grp +6 Atk/Full Atk +9 melee (1d8+4/19-20, +2 longsword); SA smite chaos; SQ
darkvision 60 ft., horrific appearance, rejuvenation, resistance to cold, electricity, fire and sonic 5, spell resistance 14, +2 turn
resistance; AL LG; SV Fort +2, Ref +3, Will +9; Str 15, Dex 13, Con -, Int 6, Wis 17, Cha 15.
Skills and Feats: Knowledge (nobility and royalty) +9, Knowledge (religion) +1, Listen +3, Move Silently +9, Ride +5, Spot +3;
Honor-bound, Mounted Combat, Weapon Focus (longsword); Spell-Like Abilities (CL 8th): At will—detect chaos, detect evil (or
detect good if evil),detect magic.
Immunities (Ex): undead traits
Horrific Appearance (Su) Any living creature within 60 feet that views a knight haunt must make a successful
DC 16 Fortitude save or immediately take 1d4 points of Strength damage. The save DC is Charisma-based. A
creature that successfully saves against this effect cannot be affected by the same knight haunt’s horrific
appearance for 24 hours.
Rejuvenation (Su) A knight haunt that is destroyed will usually restore itself at the rise of the next full moon that
corresponds to its alignment (Solinari if good, Lunitari if neutral, or Nuitari if evil). Knight haunts whose armor or
weapons have been taken may attempt to manifest within the armor with a successful DC 16 level check (1d20 +
knight haunt HD). If the armor is being worn by another person, it immediately falls apart and reforms around the
knight haunt’s spirit. If the knight haunt’s weapon or shield is being carried by another person, the knight haunt
can attempt to wrest it free with a successful Charisma check opposed by the bearer’s Strength check. Pouring
holy water on the armor, or casting a hallow spell upon the area where the knight haunt was destroyed, frees the
knight haunt from its undeath and allows it to pass out of the world and through the Gate of Souls.
Smite Chaos (Su): Once per day, an axiomatic knight haunt can make a normal melee attack to deal +8 extra
damage equal to its HD (maximum of +20) against a chaotic foe.
Neko
Male civilized human fighter 5 / plague knight 3 of Morgion: CR 8; Medium Humanoid (human); HD 8d8+19; hp 55; Init +1;
Spd 20 ft.(with breastplate, normal 30 ft.); AC 18, touch 11, flat-footed 17 (dodge, mobility); Base Atk +8; Grp +12; Atk +14
melee(1d8+7/ 19-20, +1 longsword); Full Atk +14,+9 melee (1d8+7/ 19-20, +1 longsword); SA abyssal swarm, noxious smite,
power attack, spells; SQ plaguebearer; AL CE; SV Fort +10, Ref +3, Will +3; Str 18, Dex 13, Con 14, Int 14, Wis 12, Cha 11. Holy
Orders of the Stars page 51
Skills and Feats: Handle animals +8, Heal +5, Hide +3, Intimidate +11, Knowledge (religion) +6, Move Silently +3, Search +7,
Survival +6; Dodge, Mobility, Power Attack, Stealthy, Toughness, Weapon Focus (longsword), Weapon Specialization
(longsword)
Plague Knight Spells Prepared (caster level 3th): 1st—chill touch (DC 12), doom (DC 12); 2nd—touch of idiocy
Possessions: +2 breast plate, +1 longsword, dust of tracelessness, +1 cloak of resistance
Neko’s henchmen
Civilized human warrior 4: CR 3; Medium Humanoid (human); HD 4d8+7; hp 23; Init +0; Spd 30 ft.; AC 15, touch 11, flat-
footed 12; Base Atk +4; Grp +5; Atk/Full Atk +6 melee (1d6+1/19-20, short sword) or +5 melee (1d4+1/19-20, dagger); SA —;
SQ —; AL NE; SV Fort +5, Ref +2, Will +1; Str 13, Dex 13, Con 12, Int 10, Wis 10, Cha 8.
Skills and Feats: Listen +5, Spot +5; Toughness, Weapon focus (short sword), Dodge
Possessions: Leather armor, club, short sword, dagger
Gutras, False Savior
Male nomadic human ranger 3 / cleric 8 of Morgion: CR 11; Medium Humanoid (human); HD 11d8+22; hp 70; Init +3; Spd
30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +9; Grp +9; Atk +11 melee(1d4+1/ 19-20, dagger of venom); Full Atk +11
melee(1d4+1/ 19-20, dagger of venom) and +11 melee (1d4+1/19-20, dagger of cold iron); SA favored enemy (humans), twoweapon fighting, rebuke undead 3/day (0, 2d6+4, 8th), spells; SQ aura of strong evil, wild empathy; AL CE; SV Fort +11, Ref +8,
Will +10; Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10.
Skills and Feats: Bluff 10, Concentration +10 (+14 when casting while on the defensive), Heal +11, Hide +9, Intimidate +2,
Knowledge (nature) +6, Knowledge (religion) +4, Listen +9, Move Silently +9, Spot +9, Survival +11; Combat casting, Dodge,
Endurance, Mobility, Self-Sufficient, Track, Two-Weapon Fighting, Weapon Finesse;
Cleric Spells Prepared (caster level 8th): 0—resistance (2), detect magic, cure minor wounds, virtue; 1st—bane, cure light
wounds, doom (DC 14), inflict light wounds (x2) (DC 14); 2nd—deathknell (DC 15), silence, status, summon monster IID (1d3
fiendish dire rats only),undetectable alignment (already cast); 3rd—contagionD (DC 16), dispel magic, inflict serious wounds
(DC 16), prayer, wind wall; 4th—poison (x2), withering death. Domains: Trickery (Adds Bluff, Disguise, and Hide to your list
of cleric class skills.), Pestilence (immunity to disease).
Possessions: medallion of faith (Morgion), dagger of venom, dagger of cold iron, gloves of dexterity +2, +1 scale mail, potion of
undetectable aligment (x2), vial of plaguedust
Sacred Guardian of Pestilence
Construct (augmented): CR 8; Large construct; HD 8d10+40; hp 84;DR 10/magic and adamantine; Init +3; Spd 30 ft.; AC 20,
touch 12, flat-footed 17; Base Atk +6; Grp +14 Atk: +11 melee (2d8+6, claw); Full Atk +11 melee (2d8+6, 2 claws) or +10
ranged (2d6+4, spikes); SA contagion, spikes; SQ darkvision 60 ft., death throes, fast healing 5, remove disease, verdant surge;
AL CE; SV Fort +2, Ref +7, Will +4; Str 23, Dex 21, Con -, Int 10, Wis 15, Cha 5. Skills and Feats: Listen +2, Spot +2;
Immunities (Ex): magic (see below), construct traits
Immunity to Magic (Ex): the sacred guardian of pestilence is immune to any spell or spell-like ability that allows
spell resistance, except shout or greater shout. Any magical attack against the guardian that deals cold damage
heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would
cause the guardian to exceed its full normal hit points, it gains any excess as temporary hit points, up to a
maximum of twice its full normal hit point total. These temporary hit points last for up to 1 hour. The sacred
guardian gets no saving throw against magical attacks that deal cold damage.
Contagion (Sp): The sacred guardian can cast contagion as a spell-like ability once per day (CL 8)
Verdant Surge (Su): Any creature hit by the sacred guardian’s melee attack or spikes ability takes a –2 penalty on
saving throws made to resist the effects of a druid spell or a spell or ability from a fey creature. This effect lasts for
1 minute.
Remove disease (Sp): The sacred guardian can cast remove disease as a spell-like ability once per day (CL 8)
Spikes (Ex): The sacred guardian can launch a volley of spikes to a range of 80 feet with no range increment. All
targets must be within 30 feet of each other. The guardian can use this ability up to five times in any 24-hour
period.
Death Throes (Ex) When killed, the sacred guardian explodes in a 20-foot-radius burst that deals 8d6 points of
piercing damage to everything in the area (Reflex DC 14 half). The save DC is Constitution-based.
Disir
Disir: CR 3; Medium aberration; HD 5d8+10; hp 32; Init +1; Spd 30 ft., 10 ft. burrow; AC 17, touch 11, flat-footed 16; Base Atk
+3; Grp +5; Atk +5 melee (1d6+2 plus poison, claw); Full Atk +5 melee (1d6+2 plus poison, 2 claws) and +3 melee (1d8+2 plus
poison, bite); SA poison; SQ darkvision 60 ft., light sensitivity, resistance to fire 5; AL LE; SV Fort +3, Ref +2, Will +4; Str 14, Dex
12, Con 14, Int 13, Wis 11, Cha 7. Bestiary of Krynn, revised page 22.
Skills and Feats: Climb +6, Escape Artist +9, Hide +5, Listen +6, Move Silently +5, Spot +6, Survival +4; Alertness, Multiattack,
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
Tyin
Tyin: CR 4; Large aberration; HD 4d8+8; hp 26; Init +2; Spd 40 ft.; AC 15, touch 11, flat-footed 13; Base Atk +3; Grp +10; Atk
+7 melee (1d6+3, claw); Full Atk +7 melee (1d6+3, 2 claws) and +4 melee (1d8+1, bite plus poison) and +4 melee (2d4+1, tail
spike); Space/Reach 10 ft./10 ft.; SA acid spit, poison; SQ darkvision 60 ft., resistance to fire 5; AL N; SV Fort +3, Ref +3, Will +5;
Str 16, Dex, 14, Con 14, Int 5, Wis 13, Cha 5. Bestiary of Krynn, revised page 23.
Skills and Feats: Climb +10, Escape Artist +10, Hide +2; Multiattack, Weapon Focus (claw);
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 2d6 Dex.;
Acid Spit (Ex) Three times a day, a tyin can spit a glob of caustic mucus at an opponent as a ranged touch attack that deals 1d6
points of acid damage. This attack has a range of 10 feet and has no range increment. The spittle is adhesive and continues to
deal damage for 1d4+1 rounds, unless the opponent takes a full round action to douse the affected location with at least one
gallon of water.
Hon-Nai, Disir Druid
Male disir druid 9 of Morgion: CR 12; Medium aberration; HD 12d8; hp 54; Init -1; Spd 30 ft.; AC 15, touch 9, flat-footed 15;
Base Atk +9; Grp +8; Atk +9 melee (1d6 plus poison, claw); Full Atk +9 melee (1d6 plus poison, 2 claws) and +4 melee (1d8 plus
poison, bite); SA poison, spells; SQ darkvision 60 ft., light sensitivity, resist nature lure, resistance to fire 5, trackless step, wild
empathy, wild shape (dire bear) 3/day, woodland stride; AL NE; SV Fort +7, Ref +3, Will +15; Str 11, Dex 9, Con 11, Int 15, Wis
17, Cha 9. Bestiary of Krynn, revised page 23.
Skills and Feats: Climb +4, Concentration +10 (+14 when casting while on the defensive), Craft (alchemy) +11, Escape Artist +7,
Heal +12, Hide +3, Knowledge (nature) +13, Knowledge (religion) +6, Listen +9, Move Silently +3, Spellcraft +6, Spot +9; Brew
Potion, Combat Casting, Iron Will, Natural Spell, Spell Penetration.
Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Immunities: venom
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
Druid Spells Prepared (caster level 9th): 0—resistance, detect magic, cure minor wounds, guidance (x2); 1st—cure light
wounds (x2), entangle (DC 14), obscuring mist, produce flame; 2nd—summon monster II (earth elemental, small), summon
swarm (bats) (x3), chill metal (DC 15); 3rd—contagion (DC 16) (x2), summon monster III (thoqqua), wind wall; 4th—flame
strike (DC 17), cure serious wounds; 5th—Insect plague (3 swarms)
Possessions: periapt of Wisdom +2, bag of tricks, tan, potion of bear’s endurance, potion of spider climb, potion of barkskin +4,
potion of cure light wounds (2),
Ssaras, Kapak Torturer
Male kapak draconian fighter 2 / rogue 2: CR 8; HD 2d12+2 plus 2d10+2 plus 2d6+2 plus 3; hp 40 (reduced to 16); Init +3;
Spd 30 ft., 180 ft. improved gallop; AC 15, touch 13, flat-footed 12; Base Atk +5; Grp +3;
Atk/Full Atk +8 melee (1d4-2 plus poison, bite); SA poison, sneak attack +2d6; SQ death throe, trapfinding, evasion spell
resistance 15; AL NE; SV Fort +10 (reduced to +6), Ref +12, Will +4; Str 7, Dex 16, Con 12 (reduced to 5 by torture), Int 12, Wis
12, Cha 8.
Skills and Feats: Bluff +7, Hide +10, Intimidate +13, Listen +7, Move Silently +18, Search +7, Sense Motive +9, Spot +7; Improved
Gallop, Run, Skill Focus (Intimidation), Stealthy, Toughness, Weapon Finesse
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex.
Immunities (Ex): draconian traits
Turbidus Leech Swarm
CR 10; Diminutive magical beast (aquatic, swarm); HD 12d10+18; hp 84; Init +9; Spd swim 40 ft.; AC 20, touch 16, flat-footed
14; Base Atk +12; Grp —; Atk/Full Atk swarm (3d6 plus blood drain); SA blood drain, distraction, wounding; SQ darkvision 60
ft., immune to weapon damage, swarm traits; AL CE; SV Fort +9, Ref +13, Will +4; Str 3, Dex 20, Con 12, Int 3, Wis 10, Cha 3.
Skills and Feats: Survival +5, Swim +12. Improved Initiative, Skill Focus (Survival, Swim), Toughness (x2).
Blood Drain (Ex): A turbidus leech swarm drains blood, dealing 2d4 points of Constitution damage to any creature whose space
it occupies as part of its swarm damage. Once it has dealt a total of 16 points of Constitution damage, either to a single creature
or divided among multiple targets, it can drain no more blood for 24 hours.
Distraction (Ex): Any living creature that begins a turn with a turbidus leech swarm in its space must succeed at a DC 17
Fortitude save or be nauseated for 1 round.
Disir Elite
Disir fighter 3: CR 6; Medium aberration; HD 5d8+10 plus 3d10+6; hp 59; Init +2; Spd 30 ft., 10 ft. burrow; AC 18, touch 11,
flat-footed 17; Base Atk +6; Grp +8; Atk +8 melee (1d6+3 plus poison, claw); Full Atk +8 melee (1d6+3 plus poison, 2 claws)
and +6 melee (1d8+2 plus poison, bite); SA poison; SQ darkvision 60 ft., light sensitivity, resistance to fire 5; AL LE; SV Fort +6,
Ref +3, Will +6; Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 7. Bestiary of Krynn, revised page 22.
Skills and Feats: Climb +9, Escape Artist +9, Hide +5, Intimidate +1, Jump +5, Listen +7, Move Silently +5, Spot +7, Survival +5;
Alertness, Improved Natural Armor, Multiattack, Weapon Focus (claw), Blind-Fight.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
Possessions: potion of cure light wounds (caster level 1st).
Thithalera, Disir Queen
Female disir noble 8: CR 11; Large aberration; HD 13d8+26; hp 84; Init +1; Spd 20 ft.; AC 16, touch 10, flat-footed 15; Base
Atk +8; Grp +13; Atk +8 melee (1d6+1 plus poison, claw); Full Atk +8 melee (1d6+1 plus poison, 2 claws) and +6 melee (1d8
plus poison, bite); Space/Reach 10 ft./10 ft.; SA poison; SQ coordinate +2, darkvision 60 ft., favor +3, immunities, inspire
confidence 2/day, light sensitivity, resistance to fire 5; AL LE; SV Fort +5, Ref +8, Will +12; Str 13, Dex 12, Con 14, Int 18, Wis
14, Cha 10. Bestiary of Krynn, revised page 23
Skills and Feats: Bluff +11, Climb +10, Diplomacy +16, Escape Artist +6, Heal +21, Hide +6, Intimidate +16, Knowledge (nature)
+15, Listen +20, Move Silently +6, Sense Motive +13, Spot +12, Survival +6 (+8 aboveground); Alertness, Multiattack, Power
Attack, Skill Focus (Heal, Intimidate).
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Light Sensitivity (Ex): Disir are dazzled in bright sunlight or in the radius of a daylight spell.
Immunities (Ex): Immune to sleep, paralysis and poison. +4 to saves to resist mind-affecting spells and spell-like effects.
Possessions: potion of cure moderate wounds, potion of greater magic fang +3